scummvm/engines/icb/drawpoly_pc.h
2020-06-28 08:54:42 +02:00

105 lines
3.9 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef DRAWPOLY_PC_H
#define DRAWPOLY_PC_H
#include "engines/icb/gfx/psx_tman.h"
#include "engines/icb/gfx/psx_pchmd.h"
namespace ICB {
extern unsigned int selFace;
extern CVECTOR unlitPoly;
extern unsigned int _drawBface;
extern unsigned int deadObject;
#if CD_MODE == 0
// Draw a cuboid
void drawSolidBboxPC(SVECTOR *scrn, CVECTOR *rgbIn);
// Debug : Flat, Un-Textured, Self-Luminous, triangles
void drawFUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Debug : Gouraud, Un-Textured, Self-Luminous, triangles
void drawGUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Debug : Flat, Textured, Self-Luminous Triangles
void drawFTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Debug : Gouraud, Textured, Self-Luminous Triangles
void drawGTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Debug : Flat, Un-Textured, Lit, triangles
void drawFUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Debug : Gouraud, Un-Textured, Lit, triangles
void drawGUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Debug : Flat, Textured, Lit Triangles
void drawFTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Debug : Gouraud, Textured, Lit Triangles
void drawGTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Debug : Simple Flat, Un-Textured triangles with no colour in them
void drawTRI3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
#endif // #if CD_MODE == 0
// Optimised : Flat, Un-Textured, Self-Luminous, triangles
void fastDrawFUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Optimised : Gouraud, Un-Textured, Self-Luminous, triangles
void fastDrawGUS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Optimised : Flat, Textured, Self-Luminous Triangles
void fastDrawFTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Optimised : Gouraud, Textured, Self-Luminous Triangles
void fastDrawGTS3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
// Optimised : Flat, Un-Textured, Lit, triangles
void fastDrawFUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Optimised : Gouraud, Un-Textured, Lit, triangles
void fastDrawGUL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Optimised : Flat, Textured, Lit Triangles
void fastDrawFTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Optimised : Gouraud, Textured, Lit Triangles
void fastDrawGTL3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex, SVECTOR *pNormal);
// Optimised : Simple Flat, Un-Textured triangles with no colour in them
void fastDrawTRI3PC(uint32 *polyStart, const u_int n, SVECTORPC *pVertex);
} // End of namespace ICB
#endif // #ifndef DRAWPOLY_PC_H